Hydroloth

Medium fiend (yugoloth), Neutral Evil

Armor Class

15

Hit Points

135 (18d8+54)

Speed

walk 20 ft., swim 40 ft.

Skills

Insight +4, Perception +4

Damage Resistances

cold, lightning; bludgeoning, piercing, slashing from nonmagical attacks

Damage Vulnerabilities

fire

Damage Immunities

acid, poison

Condition Immunities

poisoned

Senses

blindsight 60 ft., darkvision 60 ft.

Languages

Abyssal, Infernal, telepathy 60 ft.

Challenge

9

Amphibious

The hydroloth can breathe air and water.

Magic Resistance

The hydroloth has advantage on saving throws against spells and other magical effects.

Magic Weapons

The hydroloth's weapon attacks are magical.

Secure Memory

The hydroloth is immune to the waters of the River Styx as well as any effect that would steal or modify its memories or detect or read its thoughts.

Watery Advantage

While submerged in liquid, the hydroloth has advantage on attack rolls.

Innate Spellcasting

The hydroloth's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components: • At will: darkness, detect magic, dispel magic, invisibility (self only), water walk • 3/Day each: control water, crown of madness, fear, phantasmal killer, suggestion

Actions

Multiattack

The hydroloth makes two melee attacks. In place of one of these attacks, it can cast one spell that takes 1 action to cast.

Claws

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Bite

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Steal Memory (1/Day)

The hydroloth targets one creature it can see within 60 feet of it. The target takes 4d6 psychic damage, and it must make a DC 16 Intelligence saving throw. On a successful save, the target becomes immune to this hydroloth's Steal Memory for 24 hours. On a failed save, the target loses all proficiencies, it can't cast spells, it can't understand language, and if its Intelligence and Charisma scores are higher than 5, they become 5. Each time the target finishes a long rest, it can repeat the saving throw, ending the effect on itself on a success. A greater restoration or remove curse spell cast on the target ends this effect early.

Teleport

The hydroloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

Hydroloth

Medium fiend (yugoloth), typically neutral evil

Armor Class

15

Hit Points

135 (18d8 + 54)

Speed

walk 20 ft., swim 40 ft.

Skills

Insight +4, Perception +4

Damage Resistances

cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Vulnerabilities

fire

Damage Immunities

acid, poison

Condition Immunities

poisoned

Senses

blindsight 60 ft., darkvision 60 ft.

Languages

Abyssal, Infernal, telepathy 60 ft.

Challenge

9

Proficiency Bonus

+4

Amphibious

The hydroloth can breathe air and water.

Magic Resistance

The hydroloth has advantage on saving throws against spells and other magical effects.

Secure Memory

The hydroloth is immune to the waters of the River Styx, as well as any effect that would steal or modify its memories or detect or read its thoughts.

Watery Advantage

While submerged in liquid, the hydroloth has advantage on attack rolls.

Actions

Multiattack

The hydroloth makes two Bite or Claw attacks. It can replace one attack with a use of Spellcasting.

Bite

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) force damage plus 9 (2d10) psychic damage.

Claw

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) force damage plus 9 (2d10) psychic damage.

Spellcasting

The hydroloth casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 16): • At will: darkness, detect magic, dispel magic, invisibility (self only) • 3/Day each: control water, crown of madness, fear, suggestion

Steal Memory (1/Day)

The hydroloth targets one creature it can see within 60 feet of it. The target takes 14 (4d6) psychic damage, and it must make a DC 16 Intelligence saving throw. On a successful save, the target becomes immune to this hydroloth's Steal Memory for 24 hours. On a failed save, the target loses all proficiencies; it can't cast spells; it can't understand language; and if its Intelligence and Charisma scores are higher than 5, they become 5. Each time the target finishes a long rest, it can repeat the saving throw, ending the effect on itself on a success. A greater restoration or remove curse spell cast on the target ends this effect early.

Teleport

The hydroloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.